Only one paperback copy of each title is available. All titles are new and unread, Fine condition (Grade A - may exhibit light shelf wear on covers from storage), unless otherwise indicated as NF (Near-fine: minor shelf wear, plus some minor chipping, creasing, and/or other small marks, which may include former owner initials inside front cover); VG+, VG, or G (same as NF, with increasing amounts of chipping, creasing, marks, etc.). Click a book cover or DETAILS link for more information about each title.

Synopsis:
Stile discovers life on Proton and Phaze is getting more difficult. On Proton he's a serf trying to prove his right to exist by competing in the Great Games. And on Phaze, where only magic worked, he was the Blue Adept trying to master the powers of sorcery. On both worlds, someone was trying to assassinate him. And as if that weren't enough, he has to win the love of Lady Blue, fight a dragon, discover the ultimate weapon, and of course, seek out the all-powerful Citizen who was trying to kill him!

Synopsis:
Xanth was the enchanted land where magic ruled - where every citizen had a special spell only he could cast. It was a land of centaurs and dragons and basilisks. For Bink of North Village, however, Xanth was no fairy tale. He alone had no magic. And unless he got some - and got some fast! - he would be exiled. Forever! But the Good Magician Humfrey was convinced that Bink did indeed have magic. In fact, both Beauregard the genie and the magic wall chart insisted that Bink had magic. Magic as powerful as any possessed by the King or by Good Magician Humfrey - or even by the Evil Magician Trent. Be that as it may, no one could fathom the nature of Bink's very special magic. Bink was in despair. This was even worse than having no magic at all..and he would still be exiled!

Synopsis:
Millie, a ghost for 800 years wants only one man--Jonathan, and he's a zombie. To prove himself, Magician Dor volunteers to get the potion that can restore Jonathan to full life. But he has to go back through time to do it, to a peril-haunted, ancient Xanth, where danger lurks at every turn...

Synopsis:
Dor agreed to act as King of Xanth so long as Trent was gone for a week. But the weeks passed and Trent did not return. Dor knew he had to rescue his king but with no magic powers, how could it be done...?

Synopsis:
Millie, a ghost for 800 years wants only one man--Jonathan, and he's a zombie. To prove himself, Magician Dor volunteers to get the potion that can restore Jonathan to full life. But he has to go back through time to do it, to a peril-haunted, ancient Xanth, where danger lurks at every turn...

Synopsis:
Although the Nextwave of barbarian warriors was invading Xanth, Mare Imbrium discovered that ever since she had gained the half soul, the night mare had begun to mishandle her job of delivering bad dreams. Exiled to the day world with a message for King Trent, Mare met the relentless, unforgiving Horseman. For the night mare, it began to be all a horrible nightmare!

Synopsis:
There is trouble in Xanth again. The Gap Dragon had escaped and was ravaging across the land, the forget-spell was causing mass amnesia, three-year-old Ivy was headed right for a hungry dragon. Could things get any worse? Probably...

Synopsis:
Jordan was a ghost in Castle Roogna now. Although once he had been the most valorus of knights--that is, until he was betrayed by two wily magicians and the woman he loves. Now, if he only can remember how he was killed, he'll be able to reassemble his body. And he is getting impatient...

Synopsis:
Grundy Golem got no respect. So, to prove himself, he volunteered for a quest to find the long-lost dragon, Stanley Steamer. On the way, he somehow manages to free a damsel in distress-- but not without incurring the wrath of the Sea Hag in the process. And when it comes to avenging herself on Grundy, the Sea Hag will never give up...

Synopsis:
Fenton was only a 'tweenman, without body or shadow; his body lay back in the laboratory where Dr. Garnock was experimenting with a new drug. Yet Fenton was in the fairy world of the Alfar, helplessly watching the Faerie Queen of the Alfar attacked and captured by the hideous, goblinlike ironfolk. And he was fading, irresitibly being drawn back to his body. He had to return to save the Faerie Queen - and to save his own world from the ironfolk. But not even Sally Lobeck would believe him. His only hope lay in finding the mysterious House between the Worlds. but the House could only be found when and where it wanted. And apparently, it didn't want Fenton to find it!

Synopsis:
Ancient Evil threatens the Elves: The ancient tree created by long-lost Elven magic, is dying. When Wil Ohmsford is summoned to guard the Amberle on a perilous quest to gather a new seed for a new tree, he is faced with the Reaper, the most fearsome of all Demons. And Wil is without power to control them...

Synopsis:
Asmodeus Mogart was not a bad fellow, as demons go. Having gotten in trouble back in the home office, he had been assigned to duty on Earth. There he toiled, doing the kinds of things demons do and turning into something of a drunk. Then a rogue asteroid threatened to crash into Earth and destroy all life on the planet -- demons included! There had to be a better way.
Mac Walters and Jill McCullough, holding a private wake for their world in a Reno bar, were more than startled when a strange-looking little drunk told them they could save the world. All they had to do was enter five alternate universes and steal a demon-guarded jewel in each. Clearly, the man was crazy. But they had nothing better to do than go along with the gag. Then they each found themselves, naked and alone, on a hostile alien world!

Synopsis:
Dhrawn was a giant rockball, more than 3,000 times the mass of Earth. Perhaps a planet, perhaps a nearly dead star, these 17 billion square miles of mystery cried out for investigation. But its corrosive atmosphere and crushing gravity assured that no human would ever set foot on its surface. Those hardy, caterpillarlike Mesklinites, on the other hand, were ideally suited to explore Dhrawn, and their leader certainly knew a good deal when he saw one. So Barlennan, a shrewd sea captain if ever there was one, struck a sharp bargain with the Earthmen for his services in leading the expedition. But the humans might not have been so pleased with their side of the bargain, if they had known that Barlennan had plans of his own for Dhrawn...

Synopsis:
Just yesterday, Sergeant Gil MacDonald and his APC crew had been fending off an ambush in a Viet Nam jungle. In the middle of the firefight, some kind of magic spell had transported them to this Fantasy Land complete with flying dragons, wizards, crazy castles, and dispossessed princes. They would stay trapped here forever unless they could rescue the sorceress Gabrielle. Master magician, Amon, held her captive in his palace; and to reach her, Gil and his men would have to infiltrate Hell itself!

Synopsis:
Gil MacDonald, soldier and exile in an alternate reality, must find Yardiff Bey, master wizard and archvillain. Bey has abducted Gil's friend and threatens to destroy this world of mystery and magic that the American has made his home. Coramonde's Prince Springbuck sends him south to the accursed lands of Shardishku-Salama, where Yardiff Bey waits to capture and torture him. With the comet Trailingsword hanging in the sky above, Springbuck sets out with his army to save Gil from an enemy that cannot be slain.

Synopsis:
Tristan, apprentice wizard and King of Calandra, should have found peace. His finding of the lost Sword of Calandra and his crowning should have ended the doom that held the land in its grip. But Nimir, Lord of Ice and Storm, still held Calandra fast. It was summer, but crops were dying under cold and snow, and starvation threatened all. Tristan and his beloved Elisena could only save the land by daring the fearful trip into the ice-clad Mountains of Channadran, to face and try to destroy Nimir at the seat of his power. It was an impossible feat--but they had no other choice. And in his bird-filled, mysterious tower, Royston Ambere awaited a hero, while his daughter Welslin, known as Fateweaver, held her stony heart for the one man who could claim it. Nimir gathered his forces and prepared his deceits.

Synopsis:
Master magician Blais was dead, murdered by the evil ice-lord Nimir. Now there was only Tristan, an ill-trained apprentice, to carry on the quest to rescue Allaire, a princess held in enchanted sleep in Nimir's frozen halls. Though a thousand master mages had already failed in the quest, Tristan must succeed  or all of Calandra would be doomed by Nimir's greed. First Tristan would have to find the wonder-horse Valadan, who had vanished long ago. Then he had to secure the aid of the one knight among many who was a true Heir to the Throne. Together, they must overcome the Guardian dragon of Nimir's realm. After that  well, there was still the tenth ring to be found, since Allaire was powerless without it. Nothing, of course, was ever that simple. There were complications . . .

Synopsis:
In an ancient kingdom controlled by the sinister power of the Priests, Tron is a temple-boy in training, devoted to performing vital rituals to O and Aa, the gods of the Sun and Moon. But when he overturns a solemn sacrifice of the Blue Hawk, Tron is in deadly danger and must run for his life.

Synopsis:
Aided by the powerful magic of Vagel, the evil Arch-Imager, the merciless armies are marching against the kingdom of Mordant. In its hour of greatest need, two unlikely champions emerge. One is Geraden, whose inability to master the simplest skills of Imagery has made him a laughingstock. The other is Terisa Morgan, transferred to Mordant from a Manhattan apartment by Geraden's faulty magic. Together, Geraden and Terisa discover undreamed-of talents within themselves - talents that make them more than a match for any Imager ... including Vagel himself.

Synopsis:
After scant days in his "real" world, Thomas Covenant found himself again summoned to the Land. There forty bitter years had passed, while Lord Foul, immortal enemy of the Land, moved to fulfill his prophecy of doom. The Council of Lords found their spells useless, now that Foul the Despiser held the Illearth Stone, ancient source of evil power, High Lord Elena turned in desperation to Covenant and the legendary white hold magic of his ring. And nobody knew how to use the white hold--least of all, Thomas Covenant.

Synopsis:
Twice before Thomas Covenant had been summoned to the strange other-world where magic worked. Twice before he had been forced to join with the Lords of Revelstone in their war against Lord Foul, the ancient enemy of the Land. Now he was back. This time the Lords of Revelstone were desperate. Without hope, Covenant set out to confront the might of the enemy, as Lord Foul grew more powerful with every defeat for the Land....

Synopsis:
Irissa, last of the Torloc sorceresses, had been betrayed by the rainbow gate that was supposed to lead her to the haven world of her vanished people. The hand of Kendric had been torn from her grasp. Then the gate had rejected her into this strange world where a cold moon hung forever unmoving in the sky. Now she was a prisoner of the Stonekeeper Sofistron. Around her encircled the pale walls of her cell, filled with half-seen reflections of herself. She was helpless, all her power drained into those other-self images. And this time, there was no Kendric to save her. He was a swordless exile in the Rynth, stranded among the Unkept women and the rim-runner outlaws from the magic Stonekeeps. Somewhere, she knew, there had to another gate, a way out from this hostile world. Somewhere, somehow...

Synopsis:
Irissa was the last of the sorcerous Torlocs, untutored in magic and abandoned upon this decaying world by her people. Kendric was one of the Six of Swords, gifted with a legendary weapon to guard the Realms from harm. But now he was an outcast, and his death was sought with reason by the other Five. Sorceress and swordsman, they were thrown together; each filled with ancient prejudices against the other. But only by combining her uncertain powers with his remaining skills could they survive. Survive they must, however. Rule was a world formed upon magic - but now magic was failing and there would soon be no place for it. And destiny in strange guise had chosen them to make one last stand against the dark forces that were waiting at the Gate of Valna, seeking to destroy their world.

Synopsis:
Long ago, so the Storyteller claimed, the evil God Torak sought dominion and drove men and Gods to war. But Belgarath the Sorcerer led men to reclaim the Orb that protected men of the West. So long as it lay at Riva, the prophecy went, men would be safe. But that was only a story, and Garion did not believe in magic dooms, even though the dark man without a shadow had haunted him for years. Brought up on a quiet farm by his Aunt Pol, how could he know that the Apostate planned to wake dread Torak, or that he would be led on a quest of unparalleled magic and danger by those he loved - but did not know? For a while his dreams of innocence were safe, untroubled by knowledge of his strange heritage. For a little while...

Synopsis:
Legends told of how the evil God Torak had coveted the power of the Orb of Aldur, until defeated in a final battle. But prophecy spoke of a time when he would awake and again seek dominance over the world. Now the Orb has been stolen by a priest of Torak, and that time was at hand. The master Sorcerer Belgarath and his daughter Polgara the arch-Sorceress were on the trail of the Orb, seeking to regain it before the final disaster. And with them went Garion, a simple farm boy only months before, but now the focus of the struggle. He has never believed in sorcery and wanted no part of it. Yet with every league they traveled, the power grew in him, forcing him to acts of wizardry he could not accept.

Synopsis:
Ce'Nedra, Imperial Princess of Tolnedra, is confused. Everyone knows the tales of the Orb protecting the West from the evil god Torak are just silly legends. But here she is, forced to join a dangerous quest to recover that stolen Orb. No one believes in sorcery, but Garion's aunt and grandfather seem to be the fabled sorcerers Polgara and Belgarath, who would have to be thousands of years old. Even young Garion is learning to do sorcery. He's just a farm boy, totally unsuitable for an Imperial Princess. But he is going to a strange tower in the center of all he believes evil, to face some horrible, powerful magician, and she can't be there to watch over him.

Synopsis:
It had all begun with the theft of the Orb that had so long protected the West from the evil God Torak. Before that, Garion had been a simple farm boy. Afterward, he discovered that his aunt was really the Sorceress Polgara and his grandfather was Belgarath, the Eternal Man. Then, on the long quest to recover the Orb, Garion found to his dismay that he, too, was a sorcerer. Now, at last, the Orb was regained and the quest was nearing its end. Of course, the questors still had to escape from this crumbling enemy fortress and flee across a desert filled with Murgo soldiers searching for them, while Grolim Hierarchs strove to destroy them with dark magic.

Synopsis:
Despite a victory at Thull Mardu and the death of Taur Urgas, King of the Murgos, Ce'Nedra, Polgara, Durnik, and Errand are captured by the emperor Zakath, who gives them to Zedar. Torak attempts to sway Polgara; but Garion sends images of Durnik into her mind, thereby helping her to withstand Torak's call. A final battle ensues, during which Garion and Torak swell into immensity, and in which Garion, having mentally 'rejected' Torak again, kills him outright. The other gods confiscate Torak's body, and UL, the father of the gods, agrees to allow Garion to revive Durnik; Mara objects, but relents when Belgarath reveals the existence of Taiba.

Synopsis:
As Cray Ormoru, son of the enchantress Delivev, grows to be a man in magical Castle Spinweb, he yearns to find his father, who disappeared years before on a heroic mission. And so Cray sets out on the journey which would take him from town to castle to a fortress of bronze, totally unprepared for the sorrows and dangers that lie ahead. For the fate of Cray's father would only be discovered by the light of demon fire.

Synopsis:
It caused instant addiction, followed by an excruciating slow death, and there was no known antidote. It was a killer! Supposedly the drug had been totally eradicated from the humanx galaxy years before. At least that's what everyone thought. But somehow, mysteriously, that dreadful substance was back in circulation on Repler and threatening to wreak havoc throughout the known galaxy. Someone, somewhere was secretly manufacturing Bloodhype, but nobody seemed to know where or who!

Synopsis:
Ethan Frome Fortune had been on Tran-Ky-ky long enough...too long in fact. He wanted out. So he and his sidekick Skua September headed their giant Ice Rigger toward Brass Monkey, the busy off-world trading post where they were sure they could book passage home. But when they discovered that their Tran friends were being victimized by ruthless profiteers, they decided to stick around and organize the isolated city-states into a functioning confederation. But the Tran had enemies -- deadly ones, at that-- and Skua September and Ethan Fortune quickly found themselves back aboard the icerigger Slanderscree, leaving a crimson wake on the frozen seas and hurtling toward the most chilling encounters either had ever known.

Synopsis:
It is a strange childhood for a kid, to be adopted by the restless Mother Mastiff and raised in the bustling marketplace of Drallar. Flinx never knew the mom and dad who abandoned him years ago. In fact, his birth has always been shrouded in mystery. But Flinx eventually discovers that his unknown parents have left him a curious legacy–extraordinary mental powers that are both a marvelous gift and a dreaded curse. This double-edged legacy will lead Flinx, along with his loyal protector, the mini-dragon Pip, on a harrowing journey in search of the truth . . . about who he is and where he comes from. It is a daring adventure that brings him to another world–and into the clutches of one of the most evil and powerful men in the galaxy...

Synopsis:
Luke Skywalker expected trouble when he volunteered to follow Princess Leia on her mission to the planet Circarpous. But he discovered that hidden on the planet was the Kaiburr crystal, a mysterious gem that would give the one who possessed it such powers over the Force that he would be all but invincible. In the wrong hands, the crystal could be deadly. So Luke had to find this treasure and find it fast...

Synopsis:
Though they had won a significant battle, the war between the Rebel Alliance and the Empire had really just begun. Now, several months later, the Rebels had established an outpost on the frozen wasteland of Hoth. But even on that icy, backwater planet, they could not escape the evil Darth Vader's notice for long. Soon, Luke, Han, Princess Leia, and their faithful companions were forced to flee, scattering in all directions—the Dark Lord's minions in fevered pursuit!

Synopsis:
Lummox had been the Stuart family pet for years. Though far from cuddly and rather large, it had always been obedient and docile. Except, that is, for the time it had eaten the secondhand Buick . . . But now, all of a sudden and without explanation, Lummox had begun chomping down on a variety of things -- not least, a very mean dog and a cage of virtually indestructible steel. Incredible! John Thomas and Lummox were soon in awfully hot water, and they didn't know how to get out. And neither one really understood just how bad things were -- or how bad the situation could get -- until some space voyagers appeared and turned a far-from-ordinary family problem into an extraordinary confrontation.

Synopsis:
They called him Charlie. He had big eyes, abundant body hair and fairly long nostrils. His skeletal body was found clad in a bright red spacesuit, hidden in a rocky grave. They didn't know who he was, how he got there, or what had killed him. All they knew was that his corpse was 50,000 years old; and that meant that this man had somehow lived long before he ever could have existed!

Synopsis:
Long before the world of the Ganymeans blew apart, millennia ago, the strange race of giants had vanished. No one could discover their fate, nor where they had gone, nor why. There was only a wrecked ship abandoned on a frozen satellite of Jupiter. And now Earth's code and scientists were there, determined to ferret out the secret of the lost race. And suddenly, spinning out of the vastness of space and immensity of time, the ship of the strange, humanoid giants returned. They brought with them answers that would alter all Mankind's knowledge of human origins in startling revelations from the past that would have biologic reverberations to be at this time. . .

Synopsis:
After his father's death, young Galwyn Varianus is apprenticed to his uncle, who puts the boy to work on the high seas. But horses, not ships, are Galwyn's passion. Luckily, a passenger aboard, Lord Artos (later to rule as the legendary King Arthur), is bound for the great horse fair at Septimania. Risking his life, Galwyn abandons his uncle to serve the gallant leader. Galywn's calming way with horses quickly impresses Lord Artos and his men. But what no one expects is how crucial Galwyn will be to their upcoming battles--as he masters the secrets of the iron shoes that will protect the exotic horses' delicate hooves. . . .

Synopsis:
The Exploratory and Evaluation Corps of the Federated Sentient Planets had sent ARCT-10, with its mixed crew of shipbred and planet-bound technicians, to Ireta to catalogue fauna and flora and search for new energy sources. It was a simple mission. A standard crew. Kai and his beautiful co-leader Varian, the best xenob-vet in the business, followed all the standard procedures -- but the results of their investigations were totally unexpected. Not only were the planet's creatures larger than anyone had anticipated and the geological finds smaller, but the rescue ship had inexplicably disappeared. Then suddenly on a world of giant swamp creatures and deadly predators, a curious change had come over many of the members of the ARCT-10 crew... a change that would lead all of them, in one way or another, into the primitive darkness of a future world.

Synopsis:
Her name was Killashandra Ree. And after ten grueling years of musical training, she was still without prospects. Until she heard of the mysterious Heptite Guild who could provide careers, security, and wealth beyond imagining. The problem was, few people who landed on Ballybran ever left. But to Killashandra the risks were acceptable....

Synopsis:
Aboard a vast seafaring vessel, a band of prisoners and slaves, their bodies remade into grotesque biological oddities, is being transported to the fledgling colony of New Crobuzon. But the journey is not theirs alone. They are joined by a handful of travelers, each with a reason for fleeing the city. Among them is Bellis Coldwine, a renowned linguist whose services as an interpreter grant her passage—and escape from horrific punishment. For she is linked to Isaac Dan der Grimnebulin, the brilliant renegade scientist who has unwittingly unleashed a nightmare upon New Crobuzon. But when the ship is besieged by pirates on the Swollen Ocean, the senior officers are summarily executed and the surviving passengers are brought to Armada, a city constructed from the hulls of pirated ships, a floating, landless mass ruled by the bizarre duality called the Lovers.

Synopsis:
Tirtha was the last of the line of Hawkholme. Men who hated those of the Old Race had destroyed her clan, and she alone lived to carry the burden of her family's destiny. Driven by powerful magic to return to her ancestral home, she set out into the twisted, ruined mountains of Eastcarp. Her hired guide was a Falconer, a man of an ancient warrior race who was also alone in the world, and falconless. But a Dark One was determined to foil their mission -- and only together could they hope to stand against its awesome powers.

Synopsis:
Gateway opened on all the wealth of the Universe... and on reaches of unimaginable horror. When prospector Robinette Broadhead went out to Gateway on the Heechee spacecraft, he decided he would know which was the right mission to make him his fortune. Three missions later, now famous and permanently rich, Rob Broadhead has to face what happened to him and what he has become... in a journey into himself as perilous and even more horrifying than the nightmare trip through the interstellar void that he drove himself to take!

Synopsis:
A century has passed since the discovery of the abandoned Heechee space station with faster-than-light ships which opened the galaxy up for human exploration. The mysterious Heechee have revealed themselves to humans and given them the unwelcome news that they were hiding from a third, apparently malevolent, alien race, which they call the Foe. The Foe have demonstrated that they have godlike powers far beyond even the capabilities of the Heechee, and have used those power to wipe out several other civilizations. And now the Foe have learned about the Heechee and their human allies. And they know where we live . . .

Synopsis:
Young Lyra Belacqua's carefree life among the scholars at Oxford's Jordan College is shattered by the arrival of two powerful visitors. Her fearsome uncle, Lord Asriel, appears with evidence of mystery and danger in the far North, including photographs of a mysterious celestial phenomenon called Dust. He leaves Lyra in the care of Mrs. Coulter, an enigmatic scholar and explorer who offers to give Lyra the attention her uncle has long refused her. Lyra sets out for the top of the world in search of her kidnapped playmate, Roger, bearing a rare truth-telling instrument, the alethiometer. All around her children are disappearing—victims of so-called "Gobblers"—and being used as subjects in terrible experiments that separate humans from their daemons, creatures that reflect each person's inner being. And somehow, both Lord Asriel and Mrs. Coulter are involved.

Synopsis:
During the space of twelve generations, the descendents of a crash on a water-covered planet have managed to adapt to the marine culture. But they are always at the mercy of the kragen, giant, squidlike monsters. The colonists can communicate with the biggest of these, King Kragen, and must appease him. But finally, one man has had enough of this life of slavery and sacrifice. Can he convince his fellow citizens that they must kill King Kragen? But...how can they do it in a world without weapons?

Synopsis:
The place is the House of Obran. In the House of Szar, Zargal was supposed to uphold it's dignity because he's the son of the Duke. He insults King Laza and gets the curse of gluttony, meaning he can't stop eating. He then tries to seek pardon and help from King Laza, but he runs into another curse King Laza was under because of the ancient Queen Godescalc which twisted Laza and is now in the process of destroying Princess Bellora. To save the princess and himself, he must go to a swamp filled with horror where the queen fled. Impossible? Maybe, especially because Queen Godescalc was under a subtle and fearful curse herself. Who cast that curse? Will he have to go to that person for help? Is that person cursed as well?